Hello, my name is zelucelom (IGN: Manapause), and this is my guide in League of Angels intended strictly for the mage class.

The mage class is one of my favorite classes when it comes to video or computer games. They tend to be the class that deals big doses of damage to their foes. Furthermore, most video or computer game mages come in different sizes, shape and flavor (gummies anyone?). They can be the intellectual, the clumsy, the nerd, the eccentric, the hot blonde, the tall, the short, the pointy-hatted, the provocative, the seductive, the old bearded-guy, the little trick or treat kid, the secretive, the talkative, and many more. Equally like their many personalities are their wide arrays of spells, magic, or buffs that they can cast to decimate foes or aid allies. These spells range from simplest to the most lag inducing graphics that one might ever see.

The mage class in League of Angels doesn’t disappoint. Similar to most games, the mage deals a big amount of damage in exchange for health and defense. Essentially glass cannon, the mage class is devastating to those who know how to harness their strengths to great efficacy.

II. Pros and Cons (PNC)

Taken from the League of Angels website, the mages have a high attack and critical rate while having low health and defense.

If you are into big criticals, and instagibbing your foes then the mage class is for you.

III. Stats (ST)

Stats in League of Angels come from different sources. The first one would be raw equipment, costumes and clothes (bling) and their corresponding refinement bonus. In addition to equipment, passive skills can increase a character’s stats. Another source of stats would be mounts, better or higher trained mounts give better stat bonus. Finally stats can also be increased from gems. Gems are obtained from the Gemology and they are used in sockets of the equipment.

Health (HP) – Health is one of the stats that a mage class (or any class for that matter) would want to increase. Having more health will allow the mage to negate their innate low health pool and as well as improve their overall survivability from enemy damage or spells.

Physical Attack (PATK) – This is pretty much something that should be left untouched. Mages mostly rely on their spells to deal damage. Furthermore their basic attacks are also increased by magic attack and not physical attack so having more physical attack is useless.

Physical Defense (PDEF) – One of the main weaknesses of being a mage is being unable to take hits, having a higher physical defense surely help reduce the chances of dying from a single blow.

Magical Attack (MATK) – This is the bread and butter stat for every mage. More MATK increases the amount of damage the mage class deals and this is always a good thing.

Magical Defense (MDEF) – Mages have a little bit more MDEF than other classes, but similar to having more PDEF, more MDEF ensures that your mage would be able to take less damage versus another mage.

Agility/Speed (AGI) – “Speed is the essence of war.” Having more speed allows your mage to attack first. Attacking first or faster than your opponent allows you to cut your opponents down without giving them a chance to retaliate. Increasing agility will allow this to happen and what a mage class lacks in defensive capabilities would seem to fade away as there won’t be anyone left standing to retaliate.

Dodge/Evasion (EVA) – The mage class has a fairly low evasion rate. Since sockets in equipment are limited, there might be better stats to have than more evasion. It is however important to note that evasion can work on both physical and magical attacks.

Accuracy/Hit (HIT) – Accuracy or hit rate comes into play much later into the game when stats start increasing rapidly. A little accuracy wouldn’t hurt as the mage class (or any class for that matter) would deal no damage if they can’t hit their foes. However, this stat is not really a big priority unless you find your mage to miss a whole lot (think Zodiac quests).

Critical (CRI) – Alongside MATK, critical rate is probably one of the most important stats for the mage in order to be the glassiest cannon of all. Critical typically deals one and a half times (1.5x) the amount of damage one would normally do. Scoring a big critical can essentially win you the battle right off the bat.

Block (BLK) – Block reduces the amount of damage you take by 50%. Similar to evasion rate, the mage class has a fairly low block rate. Having more block rate is good however, due to the low base block rate, it might be better to forgo this stat. In addition, if your EVA stat is just as low as your BLK stat, it might as well be better boosting dodge that way you take no damage rather than 50% of the damage.

Endurance (END)- Endurance reduces the chances of the enemy doing a critical hit on you. I believe that everyone regardless of class or hero status has 0 base END stat, as such it is hard to know whether it would be useful to increase this stat or not. I would suggest leaving this stat alone and increasing other stats which are seemingly more beneficial.

For the pure glass cannon mage class build, my recommended stats allocation in order of importance:

1. MATK

2. AGI

3. CRI

4. HP

5. HIT/PDEF/MDEF

Explanation:

Since you want to be the pure glass cannon, you would forgo nearly all defensive capabilities and ensure that the best defense is a good offense (this is the YOLO build). MATK would be standard across the board for all mage classes. All mages would want more of this. AGI comes in as second priority because you would like to attack before your opponent so you can easily take them out before they get a chance to hurt you. CRI would allow you to get the big damage you desire in order for opponents to get OHKOed. In second to the last priority comes HP so that you can withstand some AoE damage. Finally in last priority would be either HIT or a mix of PDEF or MDEF whichever you prefer and depending on the situation if you find yourself missing a lot or you feel a little vulnerable to attacks. Given that this build focuses purely on attack, it is a high risk yet high reward type of build. You will get a chance to win over stronger opponents due to your big critical or even lose to weaker opponents due to a prolonged fight. This is generally a strong build especially if your tanks in the frontline are formidable or it could work wonders in team 3v3 fights. This build works well if your heroes are also equipped with agility and damage gems. However, using this build will be hard for Zodiac missions.

For the more balanced mage class build, my recommended stats allocation would be:

1. MATK

2. HP

3. PDEF/MDEF

4. AGI

5. HIT/CRI

Explanation:

This build is a mage build that focuses to be a jack of all trades. You essentially have a decent amount of damage while having the same decent amount of defensive capabilities. However being a jack of all trades, we do know that it is a master of none. Your damage would not be the best and neither would be your defensive capabilities. What it can ensure though is that you can fight for a prolonged amount of time and hopefully win the drawn out battle convincingly (especially Zodiac missions). Like the pure glass cannon build, MATK would still be the highest priority so that you can deal a sizeable chunk of damage to your opponents. In second priority would be HP so that you can have a good amount of health to take quite a beating. Though the mage class’ base HP is low, more HP is always a good thing in prolonged battles, that 10 HP can be your saving grace in winning a battle. For the third priority in this build, I would recommend having a mix of PDEF or MDEF or either of which based on your personal preference. As a mage class’ default defensive stats are low, bolstering this can help improve survivability and allow your mage to live longer than those of the glass cannon builds. AGI comes in after improving your defensive capabilities primarily because despite having more HP, PDEF and MDEF than other mages, it does not mean you can be as tanky as the warrior class as such, you would still like to attack first so that you can minimize the amount of damage that you take in. Finally in last priority would be more HIT or CRI rate depending on your personal preference. This is to ensure that your attacks will pack a punch rather than a pinch and hopefully in the drawn out battle, you do not miss often or let your opponents live with just a slither of health.

IV. Skills (SK)

The game allows the players to use Warsouls in order to increase their respective class’ skills. Below are the skills learned by the mage class.

Fierce Attack

Increases MATK growth per level

Level 1: MATK growth + 1.5

Level 2: MATK growth + 3

Level 3: MATK growth 4.5

Level 4: MATK growth + 6

Level 5: MATK growth + 7.5

Level 6: MATK growth + 9

Level 7: MATK growth + 10.5

Level 8: MATK growth + 13

Level 9: MATK growth + 15

The bread and butter passive skill of all mages, you should max this skill first among the passives or as soon as possible to obtain optimum amount of damage.

Strong Body

Increases HP growth per level

Level 1: HP growth + 5

Level 2: HP growth + 10

Level 3: HP growth + 15

Level 4: HP growth + 20

Level 5: HP growth + 25

Level 6: HP growth +31

Level 7: HP growth + 38

Level 8: HP growth + 45

Level 9: HP growth + 52

As the saying goes more HP is never enough, this passive does not disappoint. I would recommend maxing this passive only second to Fierce Attack

Shock Therapy

Increases the damage and critical rate provided by the active skill Shock Therapy

This is the First skill the mage class learns by default, and this can be leveled up 5 times. I would recommend maxing this skill first before any of the passives as the passive growth is related to your character’s level.

PDEF

Increases PDEF growth per level

Level 1: PDEF growth + 0.5

Level 2: PDEF growth + 1.0

Level 3: PDEF growth + 1.5

Level 4: PDEF growth + 2.0

Level 5: PDEF growth + 2.5

Level 6: PDEF growth + 3.5

Level 7: PDEF growth + 4.5

Level 8: PDEF growth + 5.5

Level 9: PDEF growth + 7

Another passive skill that can be improved on is PDEF, this passive skill can be maxed later into the game or whenever you feel like you’ve become squishy enough. It is useful to increase this for Zodiac quests or other tough battles.

MDEF

Increases MDEF growth per level

Level 1: MDEF growth + 0.5

Level 2: MDEF growth + 1

Level 3: MDEF growth + 1.5

Level 4: MDEF growth + 2.0

Level 5: MDEF growth + 2.5

Level 6: MDEF growth + 3.5

Level 7: MDEF growth + 4.5

Level 8: MDEF growth + 5.5

Level 9: MDEF growth + 7

Similar to PDEF, this passive skill can be maxed out whenever you feel like you take too much magic damage. There is no need to rush to max this skill.

Frostbite

Debuff that increases the damage received by opponents.

Level 1: Increases damage received from all enemies +10% for 2 turns.

Level 2: Increases damage received from all enemies +12% for 2 turns.

Level 3: Increases damage received from all enemies +14% for 2 turns.

Level 4: Increases damage received from all enemies +16% for 2 turns.

Level 5: Increases damage received from all enemies +18% for 2 turns.

This is the second skill the mage class can learn and it does not come as a default skill. The cost of this skill in Warsouls is quite high especially in the early stages of the game. I would recommend just putting one point in this skill then start maxing out the passives. After the passives are maxed, feel free to dump the extra Warsouls in this skill.

*At Level 45, the mage class can be upgraded to a Sorcerer or a Mystic. The Sorcerer has more damaging spells while the Mystic has more party oriented buff spells.

Sorcerer Skills

Agility

Increases agility growth per level

Level 1: AGI growth + 0.3

Level 2: AGI growth + 0.6

Level 3: AGI growth + 0.9

Level 4: AGI growth + 1.2

Level 5: AGI growth + 1.5

Level 6: AGI growth + 2

Level 7: AGI growth + 2.5

Level 8: AGI growth + 3

Level 9: AGI growth + 4

Passives are always great, regardless of class. Having more agility will allow the mage to shine even more. Getting the first attack will always be great especially if it goes along with a large crit.

Hit Rating

Increases the hit rating growth per level

Level 1: HIT growth + 0.5

Level 2: HIT growth + 1

Level 3: HIT growth + 1.5

Level 4: HIT growth + 2.0

Level 5: HIT growth + 2.5

Level 6: HIT growth + 3

Level 7: HIT growth + 3.5

Level 8: HIT growth + 4

Level 9: HIT growth + 5

Hit rate will be everyone’s best friend in Zodiac battles. If those dodges are getting in the way, this is the best passive to increase.

Critical

Increases the critical growth per level

Level 1: CRI growth + 1

Level 2: CRI growth + 2

Level 3: CRI growth + 3

Level 4: CRI growth + 4

Level 5: CRI growth + 5

Level 6: CRI growth + 6

Level 7: CRI growth + 7.4

Level 8: CRI growth + 8.6

Level 9: CRI growth + 10

The critical passive is probably one of the most important for mages, more critical will always be helpful. Try to max this out to increase the overall damage output that your mage deals.

Dodge

Increases the dodge/evasion growth per level

Level 1: EVA growth + 0.5

Level 2: EVA growth + 1

Level 3: EVA growth + 1.5

Level 4: EVA growth + 2

Level 5: EVA growth + 2.5

Level 6: EVA growth + 3

Level 7: EVA growth + 3.5

Level 8: EVA growth + 4

Level 9: EVA growth + 5

The dodge passive increases the dodge growth of your mage, however, I would recommend leaving this skill for later as the other passives are most likely more beneficial to the mage class.

Fireball

Single target skill which ignores defense

Level 1: Deals 140% MATK + 210, ignoring defense

Level 2: Deals 150% MATK + 440, ignoring defense

Level 3: Deals 160% MATK + 650, ignoring defense

Level 4: Deals 170% MATK + 960, ignoring defense

Level 5: Deals 180% MATK + 1250, ignoring defense

This skill might not seem strong based on the numbers, but do not be deceived. The skill ignores defense, hence it will do full damage unless blocked or dodged. I would recommend maxing this out as soon as it becomes available.

Scorch

Places a Dark Arrow curse on target reducing the target’s health for two turns

Scorch does damage based on the opponent’s max hp. This is a single target spell which could prove useful in certain situations. However, I would personally prefer frostbite over this passive because the damage output that frostbite provides will be significant at this point of the game.

Absolute Zero

Single target debuff that reduces target’s hit for 2 turns

Level 1: Target’s hit reduced by 30% for 2 turns

Level 2: Target’s hit reduced by 33% for 2 turns

Level 3: Target’s hit reduced by 36% for 2 turns

Level 4: Target’s hit reduced by 39% for 2 turns

Level 5: Target’s hit reduced by 42% for 2 turns

Due to the mage’s low dodge rate (even with the dodge bonus) this debuff might not be worth the amount of warsouls that will be required. However, putting at least one point in this skill helps get those life saving dodges that you might need.

Fierce Attack II

Increases MATK growth per level

Level 1: MATK growth + 1.5

Level 2: MATK growth + 3

Level 3: MATK growth + 4.5

Level 4: MATK growth + 6

Level 5: MATK growth + 7.5

Level 6: MATK growth + 9

Level 7: MATK growth + 11

Level 8: MATK growth + 13

Level 9: MATK growth + 15

MATK. Enough said.

Strong Body II

Increases HP growth per level

Level 1: HP growth + 6

Level 2: HP growth + 12

Level 3: HP growth + 18

Level 4: HP growth + 24

Level 5: HP growth + 30

Level 6: HP growth + 38

Level 7: HP growth + 46

Level 8: HP growth + 56

Level 9: HP growth + 66

More HP is always good.

PDEF II

Increases PDEF growth per level

Level 1: PDEF growth + 1

Level 2: PDEF growth + 2

Level 3: PDEF growth + 3

Level 4: PDEF growth + 4

Level 5: PDEF growth + 5

Level 6: PDEF growth + 6.5

Level 7: PDEF growth + 8

Level 8: PDEF growth + 9.5

Level 9: PDEF growth + 11

More PDEF isn’t too bad when you have the warsouls, but I prefer increasing MDEF over PDEF.

MDEF II

Increases MDEF growth per level

Level 1: MDEF growth + 1

Level 2: MDEF growth + 2

Level 3: MDEF growth + 3

Level 4: MDEF growth + 4

Level 5: MDEF growth + 5

Level 6: MDEF growth + 6.5

Level 7: MDEF growth + 8

Level 8: MDEF growth + 9.5

Level 9: MDEF growth + 11

More MDEF is always good for angels (like boadicea), and against mages and most monster skills.

Wall of Flames

Deals damage to a column of enemies

Level 1: Deals 110% MATK + 180 to a column of enemies

Level 2: Deals 120% MATK + 380 to a column of enemies

Level 3: Deals 130% MATK + 600 to a column of enemies

Level 4: Deals 140% MATK + 840 to a column of enemies

Level 5: Deals 150% MATK + 1100 to a column of enemies

This is the first area of effect (AoE) spell that the sorcerer learns and it does not disappoint. The damage is pretty good and it melts opponents fast. If you can pair this skill up with a few other AoE spells from heroes (i.e. Byron, Atalanta, Blue witch) it becomes devastating. Note that the cost of this skill in warsouls is very high but I think this skill is worth taking.

Agility II

Increases agility growth

Level 1: AGI growth + 0.5

Level 2: AGI growth + 1

Level 3: AGI growth + 1.5

Level 4: AGI growth + 2

Level 5: AGI growth + 2.5

Level 6: AGI growth + 3.3

Level 7: AGI growth + 4.2

Level 8: AGI growth + 5.1

Level 9: AGI growth + 6

At this point of the game, the damage output you deal could be starting to go off the charts, as such, being able to boost more agility allows you to attack first is usually a good idea.

Electro DMG

Increases Electro DMG growth (my only guess is that it adds electric or Electro DMG to attacks)

Level 1: Electro DMG growth + 1

Level 2: Electro DMG growth + 2

Level 3: Electro DMG growth + 3

Level 4: Electro DMG growth + 4

Level 5: Electro DMG growth + 5

Level 6: Electro DMG growth + 6.2

Level 7: Electro DMG growth + 7.4

Level 8: Electro DMG growth + 8.6

Level 9: Electro DMG growth + 10

This is the first elemental passive that the mage class learns. We can simply call it a damage booster and more damage is always good.

Lightning Bolt

Single target finishing move that deals damage and reduces target’s rage for two turns.

Level 1: Deals 30% MATK + 50, reduce enemy rage by 15 each turn

Level 2: Deals 32% MATK + 100, reduce enemy rage by 20 each turn

Level 3: Deals 34% MATK + 150, reduce enemy rage by 25 each turn

Level 4: Deals 36% MATK + 200, reduce enemy rage by 30 each turn

Level 5: Deals 38% MATK + 250, reduce enemy rage by 35 each turn

This is a good finishing move to stop opponents from using their skills. Even if the damage is quite low, it usually proves more useful than absolute zero in most PvP battles. This skill is great however, if you’ve seen the mystic’s Ball Lightning, this is nowhere near as good. Nonetheless this skill is a must have as it is in most cases better than Absolute Zero.

Mystic Skills

Agility

Increases agility growth per level

Level 1: AGI growth + 0.3

Level 2: AGI growth + 0.6

Level 3: AGI growth + 0.9

Level 4: AGI growth + 1.2

Level 5: AGI growth + 1.5

Level 6: AGI growth + 2

Level 7: AGI growth + 2.5

Level 8: AGI growth + 3

Level 9: AGI growth + 4

Passives are always great, regardless of class. Having more agility will allow the mage to shine even more. Getting the first attack will always be great especially if it goes along with a large crit.

Hit Rating

Increases hit rating growth per level

Level 1: HIT growth + 0.5

Level 2: HIT growth + 1

Level 3: HIT growth + 1.5

Level 4: HIT growth + 2.0

Level 5: HIT growth + 2.5

Level 6: HIT growth + 3

Level 7: HIT growth + 3.5

Level 8: HIT growth + 4

Level 9: HIT growth + 5

Hit rate will be everyone’s best friend in Zodiac battles. If those dodges are getting in the way, this is the best passive to increase.

Critical

Increases the critical growth per level

Level 1: CRI growth + 1

Level 2: CRI growth + 2

Level 3: CRI growth + 3

Level 4: CRI growth + 4

Level 5: CRI growth + 5

Level 6: CRI growth + 6

Level 7: CRI growth + 7.4

Level 8: CRI growth + 8.6

Level 9: CRI growth + 10

The critical passive is probably one of the most important for mages, more critical will always be helpful. Try to max this out to increase the overall damage output that your mage deals.

Dodge

Increases the dodge/evasion growth per level

Level 1: EVA growth + 0.5

Level 2: EVA growth + 1

Level 3: EVA growth + 1.5

Level 4: EVA growth + 2

Level 5: EVA growth + 2.5

Level 6: EVA growth + 3

Level 7: EVA growth + 3.5

Level 8: EVA growth + 4

Level 9: EVA growth + 5

The dodge passive increases the dodge growth of your mage, however, I would recommend leaving this skill for later as the other passives are most likely more beneficial to the mage class.

Icicle Arrows

Single target skill which does not miss

Level 1: 180% MATK + 220, guaranteed to hit

Level 2: 190% MATK + 540, guaranteed to hit

Level 3: 200% MATK + 840, guaranteed to hit

Level 4: 210% MATK + 1160, guaranteed to hit

Level 5: 220% MATK + 1500, guaranteed to hit

This skill packs a strong punch by just looking at the numbers. It is also guaranteed to hit so it is very useful in Zodiac battles. Maxing this out first for a mystic mage would be a good idea.

Elemental Precision

Party buff which increases hit rate for 2 turns

Level 1: Party HIT + 12% for 2 turns

Level 2: Party HIT + 14% for 2 turns

Level 3: Party HIT + 16% for 2 turns

Level 4: Party HIT + 18% for 2 turns

Level 5: Party HIT + 20% for 2 turns

This skill is a party buff skill which increases the hit rate of everyone in the party. It is good for team arena battles and Zodiac battles.

Fierce Attack II

Increases MATK growth per level

Level 1: MATK growth + 1.5

Level 2: MATK growth + 3

Level 3: MATK growth + 4.5

Level 4: MATK growth + 6

Level 5: MATK growth + 7.5

Level 6: MATK growth + 9

Level 7: MATK growth + 11

Level 8: MATK growth + 13

Level 9: MATK growth + 15

MATK. Enough said.

Strong Body II

Increases HP growth per level

Level 1: HP growth + 6

Level 2: HP growth + 12

Level 3: HP growth + 18

Level 4: HP growth + 24

Level 5: HP growth + 30

Level 6: HP growth + 38

Level 7: HP growth + 46

Level 8: HP growth + 56

Level 9: HP growth + 66

More HP is always good.

PDEF II

Increases PDEF growth per level

Level 1: PDEF growth + 1

Level 2: PDEF growth + 2

Level 3: PDEF growth + 3

Level 4: PDEF growth + 4

Level 5: PDEF growth + 5

Level 6: PDEF growth + 6.5

Level 7: PDEF growth + 8

Level 8: PDEF growth + 9.5

Level 9: PDEF growth + 11

More PDEF isn’t too bad when you have the warsouls, but I prefer increasing MDEF over PDEF.

MDEF II

Increases MDEF growth per level

Level 1: MDEF growth + 1

Level 2: MDEF growth + 2

Level 3: MDEF growth + 3

Level 4: MDEF growth + 4

Level 5: MDEF growth + 5

Level 6: MDEF growth + 6.5

Level 7: MDEF growth + 8

Level 8: MDEF growth + 9.5

Level 9: MDEF growth + 11

More MDEF is always good for angels, and against mages and most monster skills

Infernal Core

Buff that increases player critical rate for 3 turns

Level 1: Player CRI rate + 22% for 3 turns

Level 2: Player CRI rate + 24% for 3 turns

Level 3: Player CRI rate + 26% for 3 turns

Level 4: Player CRI rate + 28% for 3 turns

Level 5: Player CRI rate + 30% for 3 turns

More critical is always nice for any class, this finishing move allows the mystic to have a boosted critical rating. Couple this up with Shock Therapy and you’re in for a crit fest.

Icy Jab

Deals damage to a row of enemies

Level 1: Deals 120% MATK + 180 to a row of enemies

Level 2: Deals 130% MATK + 380 to a row of enemies

Level 3: Deals 140% MATK + 600 to a row of enemies

Level 4: Deals 150% MATK + 840 to a row of enemies

Level 5: Deals 160% MATK + 1100 to a row of enemies

Similar to the Sorcerer, this is the first AoE spell the mystic learns. It hits in a row of enemies instead of a column, and is excellent for taking out backrow heroes which are usually squishy.

Agility II

Increases agility growth

Level 1: AGI growth + 0.5

Level 2: AGI growth + 1

Level 3: AGI growth + 1.5

Level 4: AGI growth + 2

Level 5: AGI growth + 2.5

Level 6: AGI growth + 3.3

Level 7: AGI growth + 4.2

Level 8: AGI growth + 5.1

Level 9: AGI growth + 6

At this point of the game, the damage output you deal could be starting to go off the charts, as such, being able to boost more agility allows you to attack first is usually a good idea.

Electro DMG

Increases Electro DMG growth (my only guess is that it adds electric or Electro DMG to attacks)

Level 1: Electro DMG growth + 1

Level 2: Electro DMG growth + 2

Level 3: Electro DMG growth + 3

Level 4: Electro DMG growth + 4

Level 5: Electro DMG growth + 5

Level 6: Electro DMG growth + 6.2

Level 7: Electro DMG growth + 7.4

Level 8: Electro DMG growth + 8.6

Level 9: Electro DMG growth + 10

This is the first elemental passive that the mage class learns. We can simply call it a damage booster and more damage is always good.

Ball Lightning

Single target finishing move that deals damage and has a chance to paralyze the enemy for two turns.

Level 1: Deals 30% MATK + 50, has 25% chance to paralyze

Level 2: Deals 32% MATK + 100, has 30% chance to paralyze

Level 3: Deals 34% MATK + 150, has 35% chance to paralyze

Level 4: Deals 36% MATK + 200, has 40% chance to paralyze

Level 5: Deals 38% MATK + 250, has 45% chance to paralyze

For those who think mystic is a weaker class compared to the sorcerer (which I think is not true), the time to think twice has come. Arguably one of the best skills in the game, Ball Lightning is a single target finishing move that has a chance to paralyze an opponent. Being able to paralyze opponents is a very big advantage in battle. Paralysis is the same as the Zodiac skill Cancer proc.

V. Heroes Assessment (HA)

1. Rose Knight

Attack: Poor

Defense: Fair

Skill: Fair

Cost: 100 Opal Herosoul

Recommended: Yes

The Rose Knight is the first hero that will accompany you on your journey. His designated role is a tank and he does it quite well. His skill Brave Blitz allows him to deal a small amount of damage (when compared to your badass damage) and increases his block rate (which makes him tankier). He has a partner skill with the Mermaid which doesn’t seem to dish out any good amount of damage either. As a mage, it’s a general rule of thumb to get a tank so that someone can take in the damage while you just stand back and wipe out your foes safely. When given a chance, you can replace the Rose Knight for a better tank like a Zweihander.

2. Mermaid

Attack: Fair

Defense: Poor

Skill: Fair

Cost: 100 Opal Herosoul

Recommended: Yes

The Mermaid is the second hero that will accompany you in League of Angels. Her role is a ranged support. She is fairly squishy just like your mage and her damage is not that lethal but acceptable. However, her lack of damage potential and defense is compensated by her ability to heal. She can use Tidal Shock to heal the front row (or the only row left if the front row is down) for a good amount of health. The heal skill is definitely great for keeping tanks and your mage alive for an additional turn or two and sometimes that would be enough to win battles. I would recommend taking in the Mermaid to the party to help keep the tank alive especially in lower levels where the equipment and items you acquire may not be enough to survive in prolonged battles. Eventually a better healer will arise later in the game and she will outclass the Mermaid by a wide margin.

3. Nightblade

Attack: Fair

Defense: Poor

Skill: Poor

Cost: 100 Opal Herosoul

Recommended: No

The Nightblade is a hero quite similar to a ninja assassin based on the artwork. She has high agility and tends to attack first. Her skill Shadow Strike allows the Nightblade to attack three times. The damage of the skill is fairly weak and not too lethal. Similar to assassins, the Nightblade does not really specialize in defense having both poor defense and health, she is not ideal to be placed up front in the party. Sadly, despite being quite like an assassin, she is nowhere as good or as useful. She could be a good damage source for other classes which do not deal high damage like the mage class. As a mage I would not recommend taking her as we definitely do not need more squishies with ticklish damage to the party.

4. Grimbow

Attack: Fair

Defense: Poor
Skill: Fair

Cost: 100 Opal Herosoul

Recommended: No

The Grimbow is the first archer type hero you are able to recruit. He is a skeleton archer with a decent skill. The skill Skull Skewer damages two opponents in the same column. Unfortunately, due to the battle of the game battle being done automatically, there are times where his skill would hit the column where there is only one opponent and as such you cannot maximize the potential of the skill. As with all first tier heroes, the damage of the skill is only minimal. He has a partner skill with the Nightblade which increases the Skull Skewer damage. If you would like a more offensive lineup, you can opt to take the Grimbow and Rose Knight in the early stages of the game instead of the usual Mermaid and Rose Knight. Ultimately I would rather suggest skipping taking the Grimbow and just save those Opal Herosouls to be converted lataer to higher grade Herosoul.

4. Zweihander

Attack: Good

Defense: Fair

Skill: Good

Cost: 200 Garnet Herosoul

Recommended: Yes

The Zweihander is the second tank hero you can recruit in the game. He is probably the logical upgrade to the Rose Knight in the position of tank. He has better overall stats and skill that is better than that of the Rose Knight. His thunderclap skill deals quite a decent amount of damage to a single foe but that is only half of the reason why it is good. After using Thunderclap, the Zweihander gets two turns in which he can counterattack any of the foes that attack him. Having a tank that can take hits and deal a significant amount of damage is always a godsend. I would recommend taking the Zweihander for the mage class (for any class really) as a better tank is not a bad idea. You can even have double tanks in the Rose Knight and Zweihander if you please.

5. Pyrona

Attack: Good

Defense: Poor

Skill: Good

Cost: 200 Garnet Herosoul

Recommended: Yes

Do not be fooled by the cutesy outfit! The Pyrona is a ranged mage hero which packs quite the punch. Her skill Arcane Vortex deals moderate to high amount of magic damage to a single foe and as well as have a chance to paralyze the foe for two turns. Sometimes hitting this skill and paralyzing the right target will literally make or break a fight. She has a partner skill with the Zweihander which increases the Arcane Vortex damage. I would recommend getting a Pyrona for her skill potential and as well as being a secondary single target damage source for the party.

6. Green Ranger

Attack: Good

Defense: Poor

Skill: Fair

Cost: 200 Garnet Herosoul

Recommended: Yes

The Green Ranger is the second archer type hero you can recruit. Like the Zweihander, she is most likely a direct upgrade to the Grimbow. The Green Ranger has the skill Arrow Rain which deals damage to all of the opponents. This skill is great in its own right and can easily be used to obliterate the opponents back row where the frail mages or ranged characters hide.. With Arrow Rain and a strong Angel attack, one can easily eliminate the whole opponent’s team. I would recommend taking the Green Ranger if you would like to have an additional damage source to your party, or if you just want to see death by area of effect (AoE) :P .

7. Astral Child

Attack: Fair

Defense: Poor

Skill: Fair

Cost: 200 Garnet Herosoul

Recommended: No

The Astral Child is a support mage hero that you can recruit in the Dawn tavern. Her skill Dream Blessing increases the rage of the back row. Higher rage allows the party to use skills more often which could be beneficial for the mage class to consistently use their skills. The Astral Child has a partner skill with the Green Ranger which increases the rage granted by her Dream Blessing skill. She can work wonders in team arena and has her situational uses. However, given that gold is fairly limited in the early stages of the game and adding the hefty price of 200 Garnet Herosouls, I would rather pick any of the other Dawn tavern heroes which have the same price.

8. Shadowraith

Attack: Good

Defense: Good

Skill: Great

Cost: 300 Garnet Herosoul

Recommended: Yes

The Shadowraith is available once the player has access to the Twilight tavern. His artwork and in-game sprite clearly shows he’s one badass hero (probably taken inspiration from Diablo III Reaper of Souls, J.K. Rowling’s Harry Potter, and many more) and indeed he is one. His skill Shadow Flow sucks the spirit out of the opponent and grants him a shield which can absorb a decent amount of damage before it breaks leaving the Shadowraith unharmed. Furthermore, Shadow Flow deals quite a significant amount of damage to a single target making it quite a good skill both offensively and defensively. I would say he is a MUST to the mage class (and all other classes) because he is a very good tank and we could add some big bias points for his pure awesomeness in artwork and animation.

9. Blood Baronness

Attack: Good

Defense: Fair

Skill: Fair

Cost: 300 Garnet Herosoul

Recommended: Yes

The Blood Baronness is a rogue type hero which uses daggers much like the Nightblade. She is probably likewise a direct upgrade to the Nightblade having better stats overall and a skill that when put to good use can be effective. Her skill Eviscerate deals a decent amount of damage to a single target and drains the target’s rage. This can be game-changing at times when the skill hits the right opponent. Draining rage from opponents can be useful to delay or outright prevent them from using their skills. As such they will be forced to use normal attacks which are most likely weaker than their skills. The Blood Baroness has a partner skill with the ever so awesome Shadowraith which allows her skill Eviscerate to deal more damage and drain more rage. I could not afford to up the rating of the skill to good simply because it is situational and that the game handles battles randomly which means you cannot always get a good Eviscerate on targets that actually matter such as the opponent’s main class. As a mage class, I find the Blood Baroness okay to get if you are the type who would like to use single target focus spells which can quickly eliminate the enemy.

10. Blue Witch

Attack: Fair

Defense: Fair

Skill: Fair

Recommended: Yes

Cost: 300 Garnet Herosoul

Halloween season is far from over since it never ends for the Blue Witch. She, in her witch cosplay outfit, is ready to battle for a chance to earn some treats. Her skill Winter Storm hits everyone in the opponent’s party. It is also based on MATK and does a higher amount of damage than the Green Ranger’s Arrow Rain. Like the Green Ranger, she along with a strong Angel attack can obliterate your opponents especially those who cower to fight and hide in the back row. As a mage class, I am all for obliterating the opponent as fast as possible as such having more damage sources would be great. Furthermore, if death by AoE is your cup of tea, then surely the Blue Witch is a good candidate for your party.

11. Byron the Black

Attack: Fair

Defense: Fair

Skill: Good

Recommended: Yes

Cost: 300 Garnet Herosoul

Who’s that old geezer? He’s not Dumbledore or Gandalf the White, he’s Byron the Black and he’s probably back from the underworld or some form of hell. He decimates with his Diabolical Assault skill which deals damage to a column and has a chance to stun them. Byron has a partner skill with the Blue Witch which increases his Diabolical Assault damage. I could say he is nearly as good as a direct upgrade to Pyrona minus the cutesy outfit; however his stun chance is a little low hence one would need to pray to the Angels if he is to stun the opponents. Despite that fact, he’s still respectfully good in his own right. He could probably be a great asset in team arena fights and Zodiac battles provided he is able to stand his ground. As a mage, you would like your opponents to be eliminated before they eliminate you and having heroes which can stun opponents like Pyrona and Byron the Black allows you to take a breather as your opponents are in a helpless state where they cannot attack or retaliate.

12. Nether Knight

Attack: Good

Defense: Great

Skill: Good

Recommended: Yes

Cost: 400 Topaz Herosoul

Available in the Twilight tavern are topaz herosoul heroes as well. The first of which is the Nether Knight. Nearly as cool as the Shadowraith, the Nether Knight is a melee tank with decent attack damage. He has better stats than the Shadowraith but he still lacks those extra points of awesomeness. Despite the fact, his skill is nothing to be ashamed of. The Nether Knight’s skill is Shining Blade which deals a good amount of damage to a single target. Aside from dealing damage the skill also lets him recover HP equal to a percentage of the damage dealt. This hero is definitely a good choice for mages as he can stay in the frontline for an extended period of time allowing back row heroes to deal more damage to the opponent.

13. Atalanta

Attack: Good

Defense: Good

Skill: Good

Recommended: Yes

Cost: 400 Topaz Herosoul

Commonly found in most video or computer games in order to promote or market the game or in order to appeal to the fan base is the classic scantily-clad blonde lady knight! Don’t get me wrong though, I enjoy the magnificent scene just like nearly everyone else (don’t stone me feminists). Atlanta portrays both strength and beauty as she braves the battlefield in her armored bikini. Her skill Total Annihilation deals damage to the opponent’s back row, hurting them for quite a bit. Her skill increases in damage when you have a Nether Knight in the party. Since most of the back row heroes are mages or other semi-squishy heroes, this skill is excellent for taking them out. As a mage, I would recommend getting a decent front row first before getting Atalanta so she could deal more damage. However, I have seen quite a few formations where she stands in the frontlines. Perhaps with a decent amount of upgrades and equipment, she is able to stand fairly well in the frontlines along with the other tank heroes.

15. Night Sentinel

Attack: Great

Defense: Good

Skill: Good

Recommended: Yes

Cost: 400 Topaz Herosoul

The Night Sentinel is the badass looking hunter in the group of heroes at the Twilight Tavern. For some odd reason, I feel like he would have been a great villain to the game, showing some evil look and nasty looking glowing tattoo marks. However that is not the case, he is here to fight for what is right and help you destroy the evils that linger beyond the horizon. True to his artwork, he is a real badass in the game. He deals a high amount of damage to a single target both with his normal attack and his skill Blazing Arrow which ignores the opponent’s defense. In addition, the skill also increases his critical rate thereby allowing him to deal more damage. This skill is definitely good for eradicating very tough opponents or boss monsters. I would highly recommend taking a Night Sentinel if you need more damage or a damage dealer. He is no pushover and is definitely worth every penny of that 400 topaz herosoul.

14. Djinni

Attack: Good

Defense: Fair

Skill: Awesome

Recommended: Yes

Cost: 400 Topaz Herosoul

If you remembered earlier I was talking about a healer that will outclass the Mermaid, and she is none other than the Djinni. She is a mage class with a powerful normal attack quite possibly near that of the Night Sentinel. In addition to dealing strong normal attacks, her skill Illumination is probably the one of the most awesome skills (if not the most awesome) available in the game. Illumination heals everyone in your party for a decent amount of HP (usually around 10~20k or even 40k or higher depending on skill level). Furthermore, her Illumination healing can be further amplified when you have a Night Sentinel in the party. With that, she already outclasses the Mermaid by a mile both in stat growth and skill efficiency. Bringing the Djinni to any battlefield will definitely bolster your chances of winning. She is definitely a great addition to any party and the mage classes are no exception. If you need more sustainability she is definitely a top tier hero for the job.

15. Demon Huntress

Attack: Good

Defense: Good

Skill: Good

Recommended: Yes

Cost: 600 Topaz Herosoul

If the Night Sentinel is the male badass looking hunter, the Demon Huntress would definitely be the female version of it. She does well in terms of her attack damage and her skill is similar to that of the Night Sentinel’s skill. The skill does albeit a weaker computational damage than that of the Night Sentinel’s skill however, it makes up for it by being AoE (hitting a row of enemies) and that she has the higher stats growth over that of the Night Sentinel. Ideally she is great if you are the type of mage that builds around AoE skills like the Icy Jab or Wall of Flames. You may also opt to take her assets (no puns intended) to good use if you have not gotten the Night Sentinel or other damage-dealing type of heroes.

16. Guardian

Attack: Good

Defense: Good

Skill: Great

Recommended: Yes

Cost: 600 Topaz Herosoul

At first glance the Guardian looks to be that old mage who probably has rheumatoid arthritis but is probably full of surprises and perhaps potent at martial arts and fighting as well. True to the first impression, he is definitely not a staff mage. He wields a dagger and casts some serious debuff with his skill Sands of Time. His skill is impossible to dodge, and does a good amount of damage to a single target. It also reduces the target’s defense and agility by a whopping 40%. His partner skill is with the Demon Huntress which improves the damage of Sands of Time. I can definitely tell you he’s hiding a secret ocarina playing some eerie lullaby that puts enemies to sleep or makes them drowsy. The Guardian definitely has a good potential especially in Zodiac where the boss mobs tend to be quite agile and hard to bring down. He could also change player versus player battles if he is able to cast the skill on the opponent’s main character. Overall, he isn’t too shabby for his age and appearance. If you are a mage and have yet to try topaz heroes, perhaps the Guardian’s unique capabilities will interest you in forming that ultimate party.

17. Exorcist

Attack: Good

Defense: Good

Skill: Great

Recommended: Yes

Cost: 600 Topaz Herosoul

The Exorcist is what happens when you secretly train a shaolin monk with a fanatic religion in the realm of the wizarding world. Jokes aside, the Exorcist is a strong hero that deals a good amount of damage. His skill is quite similar to that of Atalanta’s hitting the opponent’s back row. The difference lies in that Phantom Strangle reduces the opponents’ attack by 20%. His skill is definitely great to weaken your opponents be it in Zodiac, team arena or general PvE situations. I would recommend taking the Exorcist if you have enough Topaz herosouls for him or would like to add more back row AoE to your party (also works well if you haven’t taken Atalanta at this point).

18. Celestial Maiden

Attack: Good

Defense: Good

Skill: Great

Recommended: Yes

Cost: 600 Topaz Herosoul

I never knew you could go to your local tavern downtown and hook up with a Celestial Maiden. Damn, Y U NO TELL MEH? The Celestial Maiden is not only all about beauty or sugar, spice and everything nice. She has good stats growth (no, don’t look at the artwork) and her role of being a support healer is definitely fitting. Her skill Celestial Crush (yes you’re in love) heals the front row for a decent amount of hit points and it also clears up to 3 nasty debuffs (stun, slow, paralyze, hp loss, etc…) from the targets – truly a heaven-sent. I would probably say that Celestial Crush heals more than Djinni’s Illumination per target, however the down side would be that it only affects the front row or the current remaining row if the front row is down. On the other hand, removal of debuffs would be amazing especially if you ever get to debuff things like stun or paralysis and health loss over time. Both have their pros and cons, ideally I would say that you should weight your options before choosing for a healer. Otherwise if you have already taken Djinni you could very well skip Celestial Maiden or vice versa unless you would like to go on a very defensive and sustainability based build for your party with double heals and tanky heroes.

19. King o’ Bones

Attack: Good

Defense: Great

Skill: Good

Recommended: Yes

Cost: 1000 Ruby Herosoul

In the Midnight Tavern, the first set of ruby heroes become available. These ruby heroes are extremely powerful compared to Topaz heroes as they nearly have three times more health, two times more damage and are twice as tough to bring down. The only downside would be that they have an extremely outrageous cost in terms of herosouls. The first of these ruby heroes is the King o’ Bones. He’s definitely not as good looking as our friend Shadowraith but he learned a few things from him. King o’ Bones (probably much better to be known as Skeleton King) has the skill Odin’s Grace which deals damage to the front row of the enemies and as well as gives him a shield much like that of the Shadowraith. His skill is definitely way better than our awesome friend Shadowraith (aww) which would logically imply that the King o’ Bones would be his direct replacement. King o’ Bones is definitely a great tank thanks to the shield and deals better damage with the AoE of his skill. I would definitely recommend taking the King o’ Bones for the tank position (replacing Nether Knight or Shadowraith) for the party as a mage when you can (as ruby herosouls are not easily obtainable).

20. Berserker Claw

Attack: Great

Defense: Good

Skill: Good

Recommended: Yes

Cost: 1000 Ruby Herosoul

The Berserker Claw is the next ruby hero available in the Midnight Tavern. He’s probably a friend of Wolverine from his artwork as they share that awesome pose for the camera. He is definitely a werewolf and a pretty strong one at that. His skill Blood Frenzy deals good damage to the back row which can be amplified as his health goes lower (perhaps the scent of blood is fuel for his rage). He has a partner skill with the King o’ Bones which increases the damage dealt by his skill. Overall he is a decent hero capable of doing massive damage to the opposing team. As a mage, if you require additional damage or to setup that ultimate AoE combo, then you can opt to take him in the party.

21. Blazing Spirit

Attack: Great

Defense: Good

Skill: Fair

Recommended: Yes

Cost: 1000 Ruby Herosoul

The Blazing Spirit is another hero available to be recruited in the Midnight Tavern. If you have liked the Blue Witch before, she is definitely the logical upgrade to her. Her skill Firestorm deals damage to everyone in the opponent’s team and as well as have a chance to stun them. Even if the chance is low, her overall damage and stats are definitely nothing to be shy about. She is definitely great for general PvE and as well as team arena. If you are a mage looking for skills that can combo with your AoE spells (wall of flames or icy jab) then I can assure you that the Blazing Spirit will fit well in your party form.

22. Nereida

Attack: Great

Defense: Good

Skill: Good

Recommended: Yes

Cost: 1000 Ruby Herosoul

We have already found a lot of intriguing beings in the tavern as of late, but nothing like a Dragon Mistress. Yes you read it right – a dragon mistress! The dragon mistress’ name is Nereida and she imbues her allies with the power of the dragon. Her skill Dragon Fury provides the whole party with additional rage, damage, defense and agility. This buff is definitely awesome for any party, in any situation. As a mage, the skill will help bolster offensive and defensive capabilities. It can greatly help in tough PvE situations or team arena. If you have hated being bullied by stronger opponents like the the Zodiac mobs, perhaps with the power of the dragon will make them cower in fear. Nereida is perhaps the logical upgrade to the Astral Child. If you liked having the Astral Child (giant) before, then Nereida will even be more likeable (plus points for the outfit and being cute too).

Valkyrie

Attack: Great

Defense: Great

Skill: Great

Recommended: Yes

Cost: Valkyrie Hero Icon and 1500 Topaz Herosoul

The Valkyrie is the first hero available in the Enigma Tavern heroes. She is definitely a powerful tank hero that can surpass the King o’ Bones. The Valkyrie’s skill is probably one of the best skills available for tank heroes. Her skill Abyssal Gaze does damage to the enemy back row and reduces the damage taken by the Valkyrie by a percentage. It also taunts the enemies to attack only the Valkyrie for two turns. Note that when the enemies in the back row are taunted by the Valkyrie, their AoE spells will only hit the Valkyrie thereby minimizing the damage done to the rest of the party. Overall the Valkyrie is one good tank hero with a good skill to compliment her role (mages love to have tanks around). Though she may be quite a cost in terms of the hero icon and topaz herosouls, what’s there to dislike on a strong female warrior braving the frontlines while riding a flying horse?

Astral Hunter

Attack: N/A

Defense: Good

Skill: Great

Recommended: Yes

Cost: Astral Hunter Hero Icon and 1500 Topaz Herosoul

The Astral hunter is a pretty unique hero added to the game. He is available in the Enigma Tavern just like the Valkyrie. From the artwork, he looks blue and it’s usually a sign of being cool and probably awesome (favorite color blue bias detected). True enough, he doesn’t disappoint in being awesome because he does not use his bow and does not attack. I know, you might be wondering what kind of awesome hero does not attack? Truth be told, the Astral Hunter does not attack because his skill requires no rage, therefore every turn he uses his skill instead of attacking (he’s a peace-loving dude). His skill increases the rage of the back row and also has a chance to increase their defense. For me personally, this is a good trade off – getting rage and defense every turn for the back row while taking away the Astral Hunter’s ability to attack. The Astral Hunter has good amount of health and defense due to his sub-tank nature allowing the back row to be able to use their skills more often. He is best paired along with Nereida so that the whole team will be benefit more from additional rage. Being able to use more skills as a mage is always an ideal situation because it deals better damage than normal attacks.

Arcane Spirit

Attack: Good

Defense: Good

Skill: Great

Recommended: Yes/No

Cost: Arcane Spirit Hero Icon and 750 Ruby Herosoul

The Arcane Spirit is a mage damage dealing hero available at the Enigma Tavern. His base MATK is not really as high compared to that of the Blazing Spirit but he makes up for it because his skill is better. The Arcane Spirit’s skill is Arcane Lightning. Arcane Lightning costs only seventy-five rage compared to the traditional skills which cost one hundred rage. It deals damage to the back row, reduces enemies’ attack damage and has a chance to stun. It is a pretty nifty skill that combines the Exorcist and the Blazing Spirit’s skills together. If you need a hero that is able to deal damage and as well as mitigate damage for your party, then the Arcane Spirit is for you. Overall, the mage class can do without a hero like the Arcane Spirit as mages are pretty heavy on the damage already. However, the Arcane Spirit’s debuff from the skill is pretty good in certain situations even if they seem to contradict each other (i.e. if enemy is stunned, there’s really no point in reducing his ATK because he won’t be doing damage). Perhaps the real concern is the costs of obtaining him (750 ruby hero souls is quite a lot and adding a hero icon to that too) and the problem of only being able to bring four heroes along in the party.

Note 1: There are four taverns in which different sets of heroes are available. They unlock at different player levels.

Note 2: As you may have noticed, I have recommended quite a lot of heroes and you would not be able to fit them all in your party. I definitely have my clear favorites; however, I am aware that not everyone likes the same style. As such, I would like to allow the players to freely pick their own set of heroes to accompany them in the party and set their own style of play.

VI. Angels (ANG)

I know everyone has been waiting for this section to see our beautiful angels. Unfortunately I am here to disappoint. From the looks of things, the higher the level requirement of the angel, the better base stats and stats growth she has. In addition, the high level requirement angels have better halo skills. Given this idea, I would say that the higher tiered angels simply outclass lower tiered angels. As such, aside from pure favoritism or bias, I see no point in having to use Nocturna at level 50 (poor Nocturna ( ≧Д≦)) compared to angels like Boadicea at the same level unless Nocturna’s base stats and stat growth magically increase to match that of higher tiered angels.

As a mage, it is a good idea to take advantage of angels that have MATK, CRI or other beneficial halo bonuses to boost your class. However, even if a higher tiered angel does not have these, I believe it’s still best to take a higher tiered angel over a lower tiered one. Your formation or party compositions may change due to having a different angel but I believe it is manageable.

Note 1: The general ruling that higher level requirement angels are better than lower ones do not apply to cash shop angels like Lunaria.

Note 2: Most angels gain an additional halo buff slot after being upgraded. For instance, Loralei at level 30 can be upgraded with 30 level 3 holy crystals to improve her halo having 2 PATK, 1 MATK and 1 PDEF slot.

VII. Closing Remarks (CR)

A well built mage with a good arsenal of heroes at his/her disposal is something to be feared. You may not have the best battle rating but you can be sure that you will put up a good fight. For those that are new to the mage class or is their first time playing, slowly you will rise above the ranks and be a dominating force. Good luck!

Well that’s all for this guide. Thank you for taking time to read this. I hope that my guide has helped.

If you have comments or suggestions or if you found an error in the guide please don’t hesitate to contact me.